The Inner Solar System, 90 AC
In the year 0 of the post contact century humanity came into contact with the Sllarin. A species with long lives, digitigrade legs, superhuman reflexes, armored scales and pointed ears. After a brief period of conflict the Sllarin impose planetary unification into a satrapy government. Humanity was made a forced vassal and tributary, its resources extracted but it was also uplifted. In time, Humanity spreads out into the broader solar system, with the satrapy government encouraging the outflow of dissidents and outgroups to new settlements so long as they don't make trouble. This period lasts 80 years. The Sllarin rulership is mostly hands off and absentee, so long as they received their tributes Sol was left to run itself as a "Model Satrapy". Some Sllarin assigned to Sol choose to stay, marry collaboration elites, and in time a population of humans with Sllarin heritage develops. Eventually the Sllarin state goes into decline and loses a big war to a rival alien race. The Hxxyr, a race of brightly colored caterpillar-like aliens who take control of the solar system as part of their victory. Their rule is significantly more direct, harsh, cruel and exploitative, even teetering on the edge of settler colonial. This lasts for five years before a movement of thinkers, former elites and idealists known as the Solar Liberation Army created the GUNDAM. With the newly invented GUNDAM the occupational mobile suit force is smashed as is the initial expedition to retake control. In the aftermath, all of Sol breaks into revolt. The Hxxyr alien sends a huge retaliation fleet in response. It is ultimately destroyed in a massive battle which also sees the destruction of the GUNDAM and most of the Solar Liberation Army. Earth, the moon and its side colonies are horrifically devastated as the Hxxyr ,after seeing it is going to lose the fight ,shifts from trying to win to trying to destroy as much of Sol as possible in revenge. They then accept the independence of Sol as not worth further effort, after 5 years of revolt.
Now Sol is free, but the leaders of the revolt who may have had the prestige to unite the system have died in battle, the traditional core of the solar system is ash and slag and the remnants of the Solar Liberation Army seem content merely to protect the ruined planet. Now the various space colonies and settled planets of the Solar system look to each other free for the first time in 90 years and see little kinship in each other. What will come as humanity approaches one hundred years since first contact?
Find out on Mobile Suit Gundam Fractured Freedom.
Hello. I was going to write a whole introduction but I couldn't actually think of anything more than "I'm gonna run a Gundam game now, I think I really cooked here". So that's the whole introduction. The rules for the GSRP will be below and then blow the rules are going to be a large of amount of worldbuilding I wrote while waiting to move to England and having a lot of nervous energy and spare time.
App template and rules notes
Character
Name: Self-explanatory. Feel free to look up names from other Gundam media as inspiration. The intensity of warfare during the revolution means pilots as young as 16 and as old as 90 have been pressed into service. In the Post Contact Century humanity has an expected lifespan of around 120 years.
Birthdate: Use the Post Contact (PC) date
Species: Human, Hybrid or Sllarin?
Origin: Where your character was born, including location and planet.
Background: A brief outline of your character's personal history. Nothing too excessive, please. Though MSG: Fractured Freedom is an original work on a metafictional level it is the sequel to MSG: Freedom Cry a series that began with the Hxxyr annexation of Sol and ended with the destruction of the Ymir Class. Consider if your character would have appeared in the previous season or is new to Fractured Freedom.
Mobile Suit: You couldn't be a cool pilot of a giant robot without a giant robot right? What type does your character pilot? Please choose something that fits your background and once again be reasonable. I'm not going to impose a build point system but applications must pass the vibe check.
Faction
Name: Self explanatory
Location: Where in the Solar system are you based? Note that Terra Luna and their orbits are off limits as is anything off map.
Bio: A brief description of your faction's history, capabilities and how they came to some degree of prominence in the post revolution Solar System.
Example Character:
Name: Liberty Laseur
Birthdate: 18 BC
Species: Human
Origin: Schenectady, Earth
Background: When the aliens came, Liberty was a young man working on the galapagos space elevator and like many young men of his generation he eagerly volunteered to fight the invaders. Unlike many of his generation, Liberty managed to not only survive but overcame particle interference to be the only human pilot to down a Mobile Suit in the One Week War. Ironically, under the new regime, this gave him a certain prestige and status and he served multiple tours in the Satrapy military before honorably retiring on L3. Liberty was never intended to be the pilot of the GUNDAM but it was his well loved old G unit that served as the basis of the project and when Hegemony secret police burst into the hangar he was forced into the cockpit to defend the scientists. The rest, as they say, is history. Liberty died when he overloaded the GUNDAM to destroy the Ymir Class. His last transmission was "Never give up on freedom."
Example Faction:
Name: Human Rights League
Location: Concordia
Bio: In the early days of the Satrapy, the Asteroid Belt became a haven for those who could not or would not live under the new government of Terra nor on an official colony. Those wildcat colonies that survived grew and in time became a haven for the criminally inclined- an unofficial settlement paid no taxes and didn't obey Satrapy Law. During the erratic reign of the second Satrap this situation gave birth to the "Human Rights League" all group dedicated to "protecting humanity right over its own sun through unrelenting war on the alien and all its collaborators". This in effect meant everyone and the nature of their war was a piratical one. Their flotilla of converted pirate vessels used speed and knowledge of the belt to wreck havoc on shipping for years. Even Billiam "Billions" Blaster, a shipping magnate and the richest human in history, began disguising G types among his ships cargo, something the mobile suitless HRL struggled to counter. The losses from this counter campaign followed by the relief of the Satrap soon led to the decisive end of the HRL at the hands of the Satrapy fleet, and the rise of Billiam to the position of first human Satrap of Sol.
Every player will have access to one Personal Order and one Faction Order per turn. Personal Orders encompass actions performed by the character that have a meaningful impact on the situation. Faction Orders are more abstract, representing the growth and progress experienced by the polity under the player's influence.
A note on Production:
At game start the Sol System has no native military industry to speak off. Those seeking additional forces will have to pursue a mix of scavenging, seeking supply caches and jump starting production with reworked factories or new designs.
The Absolute State of Earth
Colonies
Ceres
In the post contact boom where humanity spread out among the stars, the new satrapy government was perfectly happy to encourage the exflow of dissidents to new space colonies. Ceres, lying on the furthest edge of proper settlement was one such haven. Founded as a fishing colony, though the word of sub surface space fishing was incredibly dangerous and grueling, people from outgroups across Terra still came in droves to get as far from the satrap as possible. In the modern day Ceres exports more water than fish and has lost much of its dangerous frontier character with a melting pot of a populace known for their literal xenophobia and self-sufficiency.
Mars
Thanks to the wonders of terraforming, ancient beliefs about Martian canals have proven true. Much of Mars is humid and subtropical, filled with canals, rivers and paddies. People grow rice, taro sugarcane and cotton here but above the lowlands the climate is more continental, though still humid. Corn, cranberries and sugar maple are common crops there. Mars is not particularly industrialized, but is the Sol system's breadbasket and highly populated to fulfill its major labor demands. Martians are stereotyped and honest and kind but unsophisticated if not outright boorish and simple.
Phobos and Deimos
The two moons of Mars are inadvertent monuments to the endless hunger of a spaceborne economy and tribute demands. Both have had fat fingers of mine shafts dragged through their bodies dredging out what is worth dredging. Deimos produces water in the form of ice and fertilizer in the form of orangic carbon and phosphorus to feed the demands of Mars, Phobos produces the minerals needed to fuel industry and what was once needed to assuage the hunger of extrasolar overlords. The settlement domesthat have grown around this industry are simple but solid and the work is hard but well paid. Many tapped out shafts have been carved into grand structures to various religions, new and old.
Concordia (Mars trojan)
Some colonies were planned, others grew more organically. What is now officially known as Concordia is the latter. During the surge into space Satrapy approval and funding for new colonies did not always move fast enough to keep up with emigration. Most wildcat colonies, without any support and based upon alien, poorly understood technology, failed quickly. But the many Asteroids of the Martian trojans proved surprisingly fertile and lasting ground for unsanctioned settlements. These settlements in turn became major hubs of smuggling and piracy, taking advantage of their lack of official existence. Eventually the Satrapy noticed the problem and decisively ended the piracy problem. The Martian Trojans were officially named Concordia, after Mars' daughter and order was restored.Despite its lofty name Concordia is filled with anything but concord as its many diverse settlements have turned upon each other due to their new lack of income and resources. Vulcan's dark twin, a collection of Asteroids connected by jury rigged airlock shafts and divided by culture, the system known locally as the spider's web or the tangle is poor, unplanned and angry.
Eros
Originally founded as a minor Sllarin military base, as dependents and amenities grew around the base into a full city the civilian population of the asteriod came to vastly unnumber the military population especially as direct Sllarin presence began to be drawn down. When the Shahdom was forced to cede Sol, its few remaining soldiers left the base, turning the lights off and locking it behind them. In the years since the outer layers have been broken into and looted but the deeper parts of the base, which have many rumors of questionable military science projects, have yet to be explored.
Venus
The habitats of Venus drift above its hostile winds in floating dome cities. The largest and grandest city is Ishtar, named after the continent it floats above and every other dome city is its inferior, with less habitats ever lower in the twisting sky. The original industry of Venus was a dumping point of Terra's C02, in modern times it extracts minor amounts of noble cases and attracts tourists to see its sites and gamble at its casinos.
Mercury
In the post contact age a great portion of Terra's population and a greater portion of its industry moved to orbit and further behind. Despite its unappealing environment, Mercury became one such new industrial hub thanks to the cheap energy provided by its proximity to the Sun. The surface and orbit of Mercury are mosaics of solar power collectors while dwellings and factories are built in deep burrows that criss-cross the planet. Between volcanic activity, constant impacts and endless shifts divorced from any day night cycle the working conditions on Mercury are infamous.
Vulcan (Vulcanoids)
In the initial period of first contact, the Sllarin were both deeply enamored of the Greek god naming scheme and profoundly disappointed by the fact that Vulcan was not actually a planet. One of the pet projects of the first Satrap of Sol was fixing that. Vulcan is the project of the deliberate amalgamation of the Vulcanoid Asteroids to create the semblance of a planet. Though it lacks an environment and the closeness of the sun bakes it within lethal radiation, settlements thrive under protective domes, connected by underground highways. Vulcan was settled by Satrapy elites, and has a much lower population base than many other colonies. It also struggles, in the absence of Terra, to resolve who does the work in a society of the upper class.
Vesta:
The youngest colony and the only one developed exclusively during the brief period of Hxxyr rule. Intended as a logistics hub and jumping off station to more tightly link the outer system with the inner system as part of Hxxyr attempts to more tightly squeeze the Solar System for resources. Staffed by a bloated upper military caste of aliens supported by a mass of forced laborers deemed naturally submissive and servile with the coming of the revolt the Hxxyr garrison found itself caught unaware and fell to knives in the dark. In the post-independence world of the Solar System Vesta is badly damaged by corridor fighting and built as a way station to planets that now can refuse connection, but it is free and rich in its own sort of inheritance.
Minerva (space station)
Minerva Station began construction in b the dying days of the Sllarin Shahdom's sovereignty over Sol. Grandiose in scale and fitting the Sllarin embraced naming scheme for stellar bodies the intent was to construct over decades an elaborate habitat and base that would serve as a massive capstone to the centennial of their rule. However as the Empire grew under increasing pressure abroad construction slowed to a crawl. After the Hxxyr conquest it was all but abandoned. During their period of oppression and the chaos of the revolt there was a quiet but growing wave of migration to the unfinished station, which grew and built around itself like carpenter ants. Much of the station has been finished in ramshackle and hodgepodge manner, still grand in scale if not material but its oldest innermost layers are still opulent and some are unbreached. According to rumors in the core of Minerva some dwell some Sllarin agents still working on construction, this time for a consulate rather than a monument to their rule.
Liberty Point
A recently renamed station that's little more than a sensor buoy and navigation aid, only notable because its orbit is placed at the point of the system's gravity well where S-Drive emergences have always taken place. Considering the recent conflict this also makes it the start point of a ship graveyard that ends in the vicinity of Terra- the remains of the once mighty Retribution Fleet.
Dead Space:
Terra:
After the surrender of the final human government in Pristana, ending the 1 Week War, the first Sllarin satrap of Sol had constructed his governing palace in Kırşehir, the planet's geographic center. With the exodus of industry and excess population to space the Satrapy was able to complete a remarkable campaign of geological restoration, even exporting large amounts of excess greenhouse gas to Venus. As the century went on the Terran population increasingly came to live not in but around their famous and historical cities, with their former homes turned into tourist sites for visiting Sllarin and spaceborn. Ironically this meant when the Hxxyr targeted Terra for terror bombing they left rings of destruction around empty cities, and a giant nuclear crater in what was once Turkey. Terrans linger in more remote parts of the planet but it is a shade of its former self, content to make it through the day with a full stomach.
Luna:
Terraforming gave Luna a breathable atmosphere but stopped short before a biosphere. Instead it developed a concrete jungle, humanity's first true Ecumenopolis with a population of one hundred fifty-two billion two hundred one million four hundred thousand and a towering space elevator rising from the Selenean summit. But the elevator has fallen, deliberately toppled upon the people below. Without sustaining resources and devastated by deliberate blows people have fled Luna taking what they can with them and leaving much more to the paws of the Lunar Stainless Steel Rat.
L3:
The first human built colony cylinder, L3 was built at a time when newly acquired uplift technology was poorly understood. The completed cylinder was substandard with barely functioning artificial gravity, constant rotation and countless maintenance issues. People wanted to live there anyways. Locals learned to be handy with a wrench and how to move in free fall and became oddly proud of their idiosyncratic home. During the early skirmishes of the Revolt, a single shot easily pierced the cylinder's flimsy exterior, destroying it in moments. Footage of its ruined husk became a Solar rallying cry. If it had been an accident it didn't matter. The dead colony still floats in orbit joined in its grave by many ships and suits.
L5:
Home of perhaps the greatest concentration of human minds in the species history the L5 colony cylinder was dedicated to Universities, Hospitals, Lyceum and other institutions of learning and knowledge. Countless innovations were produced here and humanity post contact progress as it came to understand the technologies forced upon it is in no small part to the efforts of its scholars as well. Was is the key word. Though the exact details are murky it is believed that at L5 scientists working on behalf of the Sol Liberation Army heavily customized the frame of a mothballed G-type mobile suit with their experimental NDAM Drive. The resulting G-NDAM suit provided the muscle and spark that ignited revolution. In their defeat the Hxxyr made sure to destroy L5 in revenge. The defenseless colony design was first firebombed then deliberately depressurized in a throughout if redundant act. The brilliant minds of L5 are ash in the cylinder or frozen in the void but the freedom they won remains.
Ceres
In the post contact boom where humanity spread out among the stars, the new satrapy government was perfectly happy to encourage the exflow of dissidents to new space colonies. Ceres, lying on the furthest edge of proper settlement was one such haven. Founded as a fishing colony, though the word of sub surface space fishing was incredibly dangerous and grueling, people from outgroups across Terra still came in droves to get as far from the satrap as possible. In the modern day Ceres exports more water than fish and has lost much of its dangerous frontier character with a melting pot of a populace known for their literal xenophobia and self-sufficiency.
Mars
Thanks to the wonders of terraforming, ancient beliefs about Martian canals have proven true. Much of Mars is humid and subtropical, filled with canals, rivers and paddies. People grow rice, taro sugarcane and cotton here but above the lowlands the climate is more continental, though still humid. Corn, cranberries and sugar maple are common crops there. Mars is not particularly industrialized, but is the Sol system's breadbasket and highly populated to fulfill its major labor demands. Martians are stereotyped and honest and kind but unsophisticated if not outright boorish and simple.
Phobos and Deimos
The two moons of Mars are inadvertent monuments to the endless hunger of a spaceborne economy and tribute demands. Both have had fat fingers of mine shafts dragged through their bodies dredging out what is worth dredging. Deimos produces water in the form of ice and fertilizer in the form of orangic carbon and phosphorus to feed the demands of Mars, Phobos produces the minerals needed to fuel industry and what was once needed to assuage the hunger of extrasolar overlords. The settlement domesthat have grown around this industry are simple but solid and the work is hard but well paid. Many tapped out shafts have been carved into grand structures to various religions, new and old.
Concordia (Mars trojan)
Some colonies were planned, others grew more organically. What is now officially known as Concordia is the latter. During the surge into space Satrapy approval and funding for new colonies did not always move fast enough to keep up with emigration. Most wildcat colonies, without any support and based upon alien, poorly understood technology, failed quickly. But the many Asteroids of the Martian trojans proved surprisingly fertile and lasting ground for unsanctioned settlements. These settlements in turn became major hubs of smuggling and piracy, taking advantage of their lack of official existence. Eventually the Satrapy noticed the problem and decisively ended the piracy problem. The Martian Trojans were officially named Concordia, after Mars' daughter and order was restored.Despite its lofty name Concordia is filled with anything but concord as its many diverse settlements have turned upon each other due to their new lack of income and resources. Vulcan's dark twin, a collection of Asteroids connected by jury rigged airlock shafts and divided by culture, the system known locally as the spider's web or the tangle is poor, unplanned and angry.
Eros
Originally founded as a minor Sllarin military base, as dependents and amenities grew around the base into a full city the civilian population of the asteriod came to vastly unnumber the military population especially as direct Sllarin presence began to be drawn down. When the Shahdom was forced to cede Sol, its few remaining soldiers left the base, turning the lights off and locking it behind them. In the years since the outer layers have been broken into and looted but the deeper parts of the base, which have many rumors of questionable military science projects, have yet to be explored.
Venus
The habitats of Venus drift above its hostile winds in floating dome cities. The largest and grandest city is Ishtar, named after the continent it floats above and every other dome city is its inferior, with less habitats ever lower in the twisting sky. The original industry of Venus was a dumping point of Terra's C02, in modern times it extracts minor amounts of noble cases and attracts tourists to see its sites and gamble at its casinos.
Mercury
In the post contact age a great portion of Terra's population and a greater portion of its industry moved to orbit and further behind. Despite its unappealing environment, Mercury became one such new industrial hub thanks to the cheap energy provided by its proximity to the Sun. The surface and orbit of Mercury are mosaics of solar power collectors while dwellings and factories are built in deep burrows that criss-cross the planet. Between volcanic activity, constant impacts and endless shifts divorced from any day night cycle the working conditions on Mercury are infamous.
Vulcan (Vulcanoids)
In the initial period of first contact, the Sllarin were both deeply enamored of the Greek god naming scheme and profoundly disappointed by the fact that Vulcan was not actually a planet. One of the pet projects of the first Satrap of Sol was fixing that. Vulcan is the project of the deliberate amalgamation of the Vulcanoid Asteroids to create the semblance of a planet. Though it lacks an environment and the closeness of the sun bakes it within lethal radiation, settlements thrive under protective domes, connected by underground highways. Vulcan was settled by Satrapy elites, and has a much lower population base than many other colonies. It also struggles, in the absence of Terra, to resolve who does the work in a society of the upper class.
Vesta:
The youngest colony and the only one developed exclusively during the brief period of Hxxyr rule. Intended as a logistics hub and jumping off station to more tightly link the outer system with the inner system as part of Hxxyr attempts to more tightly squeeze the Solar System for resources. Staffed by a bloated upper military caste of aliens supported by a mass of forced laborers deemed naturally submissive and servile with the coming of the revolt the Hxxyr garrison found itself caught unaware and fell to knives in the dark. In the post-independence world of the Solar System Vesta is badly damaged by corridor fighting and built as a way station to planets that now can refuse connection, but it is free and rich in its own sort of inheritance.
Minerva (space station)
Minerva Station began construction in b the dying days of the Sllarin Shahdom's sovereignty over Sol. Grandiose in scale and fitting the Sllarin embraced naming scheme for stellar bodies the intent was to construct over decades an elaborate habitat and base that would serve as a massive capstone to the centennial of their rule. However as the Empire grew under increasing pressure abroad construction slowed to a crawl. After the Hxxyr conquest it was all but abandoned. During their period of oppression and the chaos of the revolt there was a quiet but growing wave of migration to the unfinished station, which grew and built around itself like carpenter ants. Much of the station has been finished in ramshackle and hodgepodge manner, still grand in scale if not material but its oldest innermost layers are still opulent and some are unbreached. According to rumors in the core of Minerva some dwell some Sllarin agents still working on construction, this time for a consulate rather than a monument to their rule.
Liberty Point
A recently renamed station that's little more than a sensor buoy and navigation aid, only notable because its orbit is placed at the point of the system's gravity well where S-Drive emergences have always taken place. Considering the recent conflict this also makes it the start point of a ship graveyard that ends in the vicinity of Terra- the remains of the once mighty Retribution Fleet.
Dead Space:
Terra:
After the surrender of the final human government in Pristana, ending the 1 Week War, the first Sllarin satrap of Sol had constructed his governing palace in Kırşehir, the planet's geographic center. With the exodus of industry and excess population to space the Satrapy was able to complete a remarkable campaign of geological restoration, even exporting large amounts of excess greenhouse gas to Venus. As the century went on the Terran population increasingly came to live not in but around their famous and historical cities, with their former homes turned into tourist sites for visiting Sllarin and spaceborn. Ironically this meant when the Hxxyr targeted Terra for terror bombing they left rings of destruction around empty cities, and a giant nuclear crater in what was once Turkey. Terrans linger in more remote parts of the planet but it is a shade of its former self, content to make it through the day with a full stomach.
Luna:
Terraforming gave Luna a breathable atmosphere but stopped short before a biosphere. Instead it developed a concrete jungle, humanity's first true Ecumenopolis with a population of one hundred fifty-two billion two hundred one million four hundred thousand and a towering space elevator rising from the Selenean summit. But the elevator has fallen, deliberately toppled upon the people below. Without sustaining resources and devastated by deliberate blows people have fled Luna taking what they can with them and leaving much more to the paws of the Lunar Stainless Steel Rat.
L3:
The first human built colony cylinder, L3 was built at a time when newly acquired uplift technology was poorly understood. The completed cylinder was substandard with barely functioning artificial gravity, constant rotation and countless maintenance issues. People wanted to live there anyways. Locals learned to be handy with a wrench and how to move in free fall and became oddly proud of their idiosyncratic home. During the early skirmishes of the Revolt, a single shot easily pierced the cylinder's flimsy exterior, destroying it in moments. Footage of its ruined husk became a Solar rallying cry. If it had been an accident it didn't matter. The dead colony still floats in orbit joined in its grave by many ships and suits.
L5:
Home of perhaps the greatest concentration of human minds in the species history the L5 colony cylinder was dedicated to Universities, Hospitals, Lyceum and other institutions of learning and knowledge. Countless innovations were produced here and humanity post contact progress as it came to understand the technologies forced upon it is in no small part to the efforts of its scholars as well. Was is the key word. Though the exact details are murky it is believed that at L5 scientists working on behalf of the Sol Liberation Army heavily customized the frame of a mothballed G-type mobile suit with their experimental NDAM Drive. The resulting G-NDAM suit provided the muscle and spark that ignited revolution. In their defeat the Hxxyr made sure to destroy L5 in revenge. The defenseless colony design was first firebombed then deliberately depressurized in a throughout if redundant act. The brilliant minds of L5 are ash in the cylinder or frozen in the void but the freedom they won remains.
MS types
G type
A Sllarin Shahdom design. Intended for deployment in newly contacted worlds the G type has many virtues. It is simple, easy to learn to pilot and easy to maintain. Its ballistic weaponry requires little power and it comes equipped with the parts necessary to turn input metal into ammunition. However it has severe flaws. The design is ancient compared to other mobile suits and its armament while suffices to overawe pre contact civilizations is ineffective against Mobile Suits and all but useless against spacecraft. Though technically space capable, its thrusters and maneuverability are completely insufficient for effective combat. The G type was assumed to be operating in an environment of orbital superiority where it could be transported and deployed by ship. But an old mobile suit is better than no mobile suit and as a colonial garrison unit, caches of the model are more common than any other type.
G(e)
A Solar Liberation Army designed overhaul to the G type, the G(e) replaces the ballistic weaponry of the G with a particle machine gun, overhauls its thruster complement and violates a great deal of safety regulations overclocking its components. The resulting design can almost keep pace with a K and fill space with enough projectiles to make dodging difficult even for a H, but unlike its base model is a very temperamental machine that requires constant maintenance, viable only close to logistical bases.
K Type
The standard Mobile Suit of the Sllarin Shahdom, the K Type is an allrounder design, equipped with a mid range particle cannon and an offhand shield that is designed to also be usable as a bludgeoning implement. Mostly designed for Mobile Suit on Mobile suit combat, the K has the armament to threaten light spacecraft but not heavy capital ships.
K(e)
Incredibly rare in the Sol System, the K(e) is a high grade variant of the K Type issued and awarded to exceptional pilots who have served multiple tours. Though it is the same base frame as the K it is on every level superior in quality of components, its main point of superiority is its high level of customizability in both performance and armament. Each K(e) is intended to be able to perfectly fit its pilot's demands. As very few pilots are seasoned enough to be awarded a K(e) let alone be awarded and assigned to Sol or retired to Sol. Accordingly, K(e) suits are as rare as hen's teeth in the system.
H Type
Very few humans have piloted an H Type but most have faced one in combat. The standard Hxxyr Hegemony Mobile Suit, the H Type is incredibly fast and maneuverable with powerful close combat blades. Fully space capable, the H make the G look immobile. Only the most elite cutting edge Sllarin designs can keep pace with the H. However its speed and maneuverability are its only defenses and it has no ranged capabilities. Pilots of the few Hs in human hands report that while they are a nightmare to anatomically convert and a nightmare to pilot, those that can handle the G force can blade dance through battle.
S Type
The first Sol original Mobile Suit, the S is a hodgepodge of Sllarin suit components with the blocky frame of a L Type combined with the performance and shield of a K and whatever G parts are in abundance and won't sacrifice performance too much. The idiosyncratic result is a suit intended to throw its weight around in close combat with a shield and particle shotgun. It cannot match the speed of an H Type but it can take its assault and blow it away. Of course the quality of individual S types varies greatly, not being a factory design but the S is a symbol of Solar freedom and ingenuity and well loved.
L Type
A Sllarin Shahdom design, the L Type is the doctrinal companion to the K. While the K is well rounded and designed to kill mobile suits the L is brawny and heavily armed with spaceships as its target of choice. Its square shoulders contain an array of cluster missiles and above the right shoulder is an anti capital laser cannon. In close range it can resort to short range missile launchers in its brawling knuckles but it's expected that Ks will be escorting it and all the inaccurate missile stream needs to do is buy space and time for a K to come to the rescue.
D type
The most deadly Mobile Suit of the Hxxyr Hegemony, the D type is even faster and leaner than the H type, even lacking legs merely tapering off with an elongated pelvis. Easily identified by its distinctive "wings" which are used to generate particle daggers that can either be used as cutting weapons or thrown. Until the GUNDAM the Solar Liberation Army had no answer to this deadly mark of Mobile Suit. No D type has ever been captured, but it's possible some may be salvageable among the mass of materiel strewn as detritus throughout the Solar System.
G type
A Sllarin Shahdom design. Intended for deployment in newly contacted worlds the G type has many virtues. It is simple, easy to learn to pilot and easy to maintain. Its ballistic weaponry requires little power and it comes equipped with the parts necessary to turn input metal into ammunition. However it has severe flaws. The design is ancient compared to other mobile suits and its armament while suffices to overawe pre contact civilizations is ineffective against Mobile Suits and all but useless against spacecraft. Though technically space capable, its thrusters and maneuverability are completely insufficient for effective combat. The G type was assumed to be operating in an environment of orbital superiority where it could be transported and deployed by ship. But an old mobile suit is better than no mobile suit and as a colonial garrison unit, caches of the model are more common than any other type.
G(e)
A Solar Liberation Army designed overhaul to the G type, the G(e) replaces the ballistic weaponry of the G with a particle machine gun, overhauls its thruster complement and violates a great deal of safety regulations overclocking its components. The resulting design can almost keep pace with a K and fill space with enough projectiles to make dodging difficult even for a H, but unlike its base model is a very temperamental machine that requires constant maintenance, viable only close to logistical bases.
K Type
The standard Mobile Suit of the Sllarin Shahdom, the K Type is an allrounder design, equipped with a mid range particle cannon and an offhand shield that is designed to also be usable as a bludgeoning implement. Mostly designed for Mobile Suit on Mobile suit combat, the K has the armament to threaten light spacecraft but not heavy capital ships.
K(e)
Incredibly rare in the Sol System, the K(e) is a high grade variant of the K Type issued and awarded to exceptional pilots who have served multiple tours. Though it is the same base frame as the K it is on every level superior in quality of components, its main point of superiority is its high level of customizability in both performance and armament. Each K(e) is intended to be able to perfectly fit its pilot's demands. As very few pilots are seasoned enough to be awarded a K(e) let alone be awarded and assigned to Sol or retired to Sol. Accordingly, K(e) suits are as rare as hen's teeth in the system.
H Type
Very few humans have piloted an H Type but most have faced one in combat. The standard Hxxyr Hegemony Mobile Suit, the H Type is incredibly fast and maneuverable with powerful close combat blades. Fully space capable, the H make the G look immobile. Only the most elite cutting edge Sllarin designs can keep pace with the H. However its speed and maneuverability are its only defenses and it has no ranged capabilities. Pilots of the few Hs in human hands report that while they are a nightmare to anatomically convert and a nightmare to pilot, those that can handle the G force can blade dance through battle.
S Type
The first Sol original Mobile Suit, the S is a hodgepodge of Sllarin suit components with the blocky frame of a L Type combined with the performance and shield of a K and whatever G parts are in abundance and won't sacrifice performance too much. The idiosyncratic result is a suit intended to throw its weight around in close combat with a shield and particle shotgun. It cannot match the speed of an H Type but it can take its assault and blow it away. Of course the quality of individual S types varies greatly, not being a factory design but the S is a symbol of Solar freedom and ingenuity and well loved.
L Type
A Sllarin Shahdom design, the L Type is the doctrinal companion to the K. While the K is well rounded and designed to kill mobile suits the L is brawny and heavily armed with spaceships as its target of choice. Its square shoulders contain an array of cluster missiles and above the right shoulder is an anti capital laser cannon. In close range it can resort to short range missile launchers in its brawling knuckles but it's expected that Ks will be escorting it and all the inaccurate missile stream needs to do is buy space and time for a K to come to the rescue.
D type
The most deadly Mobile Suit of the Hxxyr Hegemony, the D type is even faster and leaner than the H type, even lacking legs merely tapering off with an elongated pelvis. Easily identified by its distinctive "wings" which are used to generate particle daggers that can either be used as cutting weapons or thrown. Until the GUNDAM the Solar Liberation Army had no answer to this deadly mark of Mobile Suit. No D type has ever been captured, but it's possible some may be salvageable among the mass of materiel strewn as detritus throughout the Solar System.
Ship classes
Sllarin Ships
Sllarin vessels have compact profiles and sharp angles resembling daggers and swords thrust into the void. Unlike the kaleidoscope of bright colors typical with Hxxyr ships, Sllarin Ships tend to be mostly white with secondary colors.
Oceanus Class
The Oceanus carrier was designed as a complement to the G-Type. Unlike many spacecraft it is fully capable of operating within a gravity well or underwater or in nearly any environment. If a G is intended to conquer a primitive culture the Oceanus is capable of deploying those Gs anywhere that it would prove necessary. The Oceanus carries a great deal of particle weaponry of a very light type, that is effective against Mobile Suits or light equipment but inadequate against enemy spacecraft, something it was never expected to fight, at least not without a fleet supporting it.
Iapetus Class
Some vessels have weapons. The Iapetus is a weapon with a ship. A light destroyer built around a superheavy particle cannon, the Iapetus has the firepower of a pocket battleship-and the body of a destroyer. Properly deployed and protected the Iapetus can take on vessels many times its size and win but it cannot take the sort of fire it can dish out.
Tethys Class
Unlike the Oceanus, the Tethys Class is a carrier design entirely ready and intended for space combat. Lighter than a full Battleship-Carrier the Tethys has firepower comparable to a cruiser and an impressive amount of Mobile Suit carrying capacity relative to its scale.
Hyperion
The mainline Battleship of the Sllarin Shahdom, the Hyperion has below average carrier capacity for a vessel of its role in the battleline. This is on account of the Hyperion's main feature: The Graviton Surge Cannon. A weapon of overwhelming firepower capable of destroying an Angerboda Class with a single impact, the Graviton Surge Cannon has only two weaknesses that are closely linked. The first is the time it changes for the Gravitational Capacitors to charge for a single shot, the second is that immense energy draws needed to charge for a shot are readily apparent to any observer. In other words not only does it take some time to fire a shot but anyone with eyes can see the shot being prepared making actually impacting with a projectile difficult. Some argue that the Hyperion would be more effective without the Graviton Surge Cannon and more Mobile Suits instead but anyone who has seen a successful Graviton Surge Cannon impact knows not to underestimate it.
Cronus
The only pure carrier known in the Sllarin Shahdom fleet the Cronus despite its massive scale is outgunned even by the Iapetus Class destroyer. However its carrying capacity for Mobile Suits is unparalleled, capable of disgorging a veritably endless swarm of Mobile Suits like an enraged wasp nest. In addition it is the primary vessel capable of producing the gravitational field necessary to enable a fleet to travel Faster Than Light in the Shahdom navy. This means that by definition any major deployment of Sllarin Naval assets requires the allocation of a Chronus, and thus they are strategically indispensable.
Human Ships
Human designs have much in common with Sllarin designs, based on similar anatomy and the same technological lineage. However lacking a domestic military industry all Solar designs are converted from civilian ships with resulting vestigial quirks.
Pallas class
Ironically originally designed as a racing yacht, the Pallas has become the favorite ship of pirates and commerce raiders. Fast enough to outrun most conventional pursuers and large enough to accommodate light particle weaponry that could cripple cargo ships, boarding gear and plunder, many Pallas class vessels were pressed into service during the revolt. Against proper warships the weaponry of a Pallas is akin to a mosquito bite but there were a lot of them and a synchronized boarding assault could disable far larger ships.
Prometheus Class
A long haul fuel tanker intended to bring He3 from Jupiter to the inner system, the list of safety features that had to be disabled to convert the Prometheus into a warship could fill a novella. Deceptively fast and incredibly durable the Prometheus lacks any traditional armaments, instead relying on its own cargo- highly pressured cryogenic helium. Enemy vessels and Mobile Suits caught in the stream can lock up with cryoshock, but it is difficult to aim discriminately. Moreover, though the hull is durable the slightest internal damage will cause an explosive pressurization of the He3 cargo. An incredibly dangerous assignment, against the Hxxyr the Solar Liberation Army never lacked for volunteers.
Leto Class
Little more than a large cargo hauler converted to store mobile suits, the Leto is a rough ride with no defenses other than its complement of suits and retrofitted smoke generators. If you need to move a large amount of Mobile Suits a long way the Leto can do it.
Hxxyr Ships
Hxxyr Hegemony ships are long and thin, with a smooth almost curvey design philosophy only disrupted by ribbing that evokes the segmentation of a Hxxyr body. Though the might of the Hegemony fleet was enough to defeat the Sllarin Shahdom and claim Sol, it was not enough to hold it against the power of the GUNDAM. The Hxxyr have completely withdrawn from Sol leaving behind only a few captured ships and a graveyard of destroyed vessels. No new production is likely, but what remains operational are still powerful(if unfriendly to human operation) ships.
Loki Class
A Light Destroyer and picket ship intended to screen for the battle line and deny space to operate for enemy Mobile Suits, the Loki is unusual among spacecraft in using ballistic weaponry instead of particle, being equipped with twin rotary cannons. Of course once fired the shells don't stop moving in space but the Hegemony doesn't care about potential collateral damage.
Surtr Class
A brawling heavy Cruiser, the Surtr is lightly armed on its ends but bristiling with particle cannons upon its sides, giving it a powerful broadside. However its weapon complement is sufficiently large that successive full broadsides severely overheat the vessel. If the enemy doesn't go down from the alpha strike the Surtr is left with the choice of hampering its firepower or literally burning itself out. Hxxyr crews often chose the latter.
Angerboda Class
A full Battleship-Carrier, and one of the few vessels capable of producing the gravitational field necessary to enable a fleet to travel Faster Than Light. When the first Angerboda entered Sol it was the largest vessel most humans had ever seen. The firepower of the Surtr Class with the power to fuel it and a massive complement of Mobile Suits the Angerboda is the flagship of the Hegemony and well earned the epithet of "Mother of Monsters'
Ymir Class
If the Angerboda is the flagship of the Hegemony the Ymir was its wonder weapon. A truly gargantuan Mothership craft with a gravitational wake large enough to bring along multiple Angerboda Class, the emergence of the Ymir into the system at the head of the Retribution Fleet caused many SLA pilots to weep In despair. Even the GUNDAM struggled against the Ymir Class and its weapons reaped a terrible toll upon SLA fighters and civilians alike. Ultimately the Ymir was destroyed when the GUNDAM overloaded its NDAM Drive just as the Ymir opened to fire its planet cracker beam on Terra. The resulting explosion destroyed both vessels, scattered debris on and around Terra and led to the immediate and full withdrawal of the Hxxyr.
Sllarin Ships
Sllarin vessels have compact profiles and sharp angles resembling daggers and swords thrust into the void. Unlike the kaleidoscope of bright colors typical with Hxxyr ships, Sllarin Ships tend to be mostly white with secondary colors.
Oceanus Class
The Oceanus carrier was designed as a complement to the G-Type. Unlike many spacecraft it is fully capable of operating within a gravity well or underwater or in nearly any environment. If a G is intended to conquer a primitive culture the Oceanus is capable of deploying those Gs anywhere that it would prove necessary. The Oceanus carries a great deal of particle weaponry of a very light type, that is effective against Mobile Suits or light equipment but inadequate against enemy spacecraft, something it was never expected to fight, at least not without a fleet supporting it.
Iapetus Class
Some vessels have weapons. The Iapetus is a weapon with a ship. A light destroyer built around a superheavy particle cannon, the Iapetus has the firepower of a pocket battleship-and the body of a destroyer. Properly deployed and protected the Iapetus can take on vessels many times its size and win but it cannot take the sort of fire it can dish out.
Tethys Class
Unlike the Oceanus, the Tethys Class is a carrier design entirely ready and intended for space combat. Lighter than a full Battleship-Carrier the Tethys has firepower comparable to a cruiser and an impressive amount of Mobile Suit carrying capacity relative to its scale.
Hyperion
The mainline Battleship of the Sllarin Shahdom, the Hyperion has below average carrier capacity for a vessel of its role in the battleline. This is on account of the Hyperion's main feature: The Graviton Surge Cannon. A weapon of overwhelming firepower capable of destroying an Angerboda Class with a single impact, the Graviton Surge Cannon has only two weaknesses that are closely linked. The first is the time it changes for the Gravitational Capacitors to charge for a single shot, the second is that immense energy draws needed to charge for a shot are readily apparent to any observer. In other words not only does it take some time to fire a shot but anyone with eyes can see the shot being prepared making actually impacting with a projectile difficult. Some argue that the Hyperion would be more effective without the Graviton Surge Cannon and more Mobile Suits instead but anyone who has seen a successful Graviton Surge Cannon impact knows not to underestimate it.
Cronus
The only pure carrier known in the Sllarin Shahdom fleet the Cronus despite its massive scale is outgunned even by the Iapetus Class destroyer. However its carrying capacity for Mobile Suits is unparalleled, capable of disgorging a veritably endless swarm of Mobile Suits like an enraged wasp nest. In addition it is the primary vessel capable of producing the gravitational field necessary to enable a fleet to travel Faster Than Light in the Shahdom navy. This means that by definition any major deployment of Sllarin Naval assets requires the allocation of a Chronus, and thus they are strategically indispensable.
Human Ships
Human designs have much in common with Sllarin designs, based on similar anatomy and the same technological lineage. However lacking a domestic military industry all Solar designs are converted from civilian ships with resulting vestigial quirks.
Pallas class
Ironically originally designed as a racing yacht, the Pallas has become the favorite ship of pirates and commerce raiders. Fast enough to outrun most conventional pursuers and large enough to accommodate light particle weaponry that could cripple cargo ships, boarding gear and plunder, many Pallas class vessels were pressed into service during the revolt. Against proper warships the weaponry of a Pallas is akin to a mosquito bite but there were a lot of them and a synchronized boarding assault could disable far larger ships.
Prometheus Class
A long haul fuel tanker intended to bring He3 from Jupiter to the inner system, the list of safety features that had to be disabled to convert the Prometheus into a warship could fill a novella. Deceptively fast and incredibly durable the Prometheus lacks any traditional armaments, instead relying on its own cargo- highly pressured cryogenic helium. Enemy vessels and Mobile Suits caught in the stream can lock up with cryoshock, but it is difficult to aim discriminately. Moreover, though the hull is durable the slightest internal damage will cause an explosive pressurization of the He3 cargo. An incredibly dangerous assignment, against the Hxxyr the Solar Liberation Army never lacked for volunteers.
Leto Class
Little more than a large cargo hauler converted to store mobile suits, the Leto is a rough ride with no defenses other than its complement of suits and retrofitted smoke generators. If you need to move a large amount of Mobile Suits a long way the Leto can do it.
Hxxyr Ships
Hxxyr Hegemony ships are long and thin, with a smooth almost curvey design philosophy only disrupted by ribbing that evokes the segmentation of a Hxxyr body. Though the might of the Hegemony fleet was enough to defeat the Sllarin Shahdom and claim Sol, it was not enough to hold it against the power of the GUNDAM. The Hxxyr have completely withdrawn from Sol leaving behind only a few captured ships and a graveyard of destroyed vessels. No new production is likely, but what remains operational are still powerful(if unfriendly to human operation) ships.
Loki Class
A Light Destroyer and picket ship intended to screen for the battle line and deny space to operate for enemy Mobile Suits, the Loki is unusual among spacecraft in using ballistic weaponry instead of particle, being equipped with twin rotary cannons. Of course once fired the shells don't stop moving in space but the Hegemony doesn't care about potential collateral damage.
Surtr Class
A brawling heavy Cruiser, the Surtr is lightly armed on its ends but bristiling with particle cannons upon its sides, giving it a powerful broadside. However its weapon complement is sufficiently large that successive full broadsides severely overheat the vessel. If the enemy doesn't go down from the alpha strike the Surtr is left with the choice of hampering its firepower or literally burning itself out. Hxxyr crews often chose the latter.
Angerboda Class
A full Battleship-Carrier, and one of the few vessels capable of producing the gravitational field necessary to enable a fleet to travel Faster Than Light. When the first Angerboda entered Sol it was the largest vessel most humans had ever seen. The firepower of the Surtr Class with the power to fuel it and a massive complement of Mobile Suits the Angerboda is the flagship of the Hegemony and well earned the epithet of "Mother of Monsters'
Ymir Class
If the Angerboda is the flagship of the Hegemony the Ymir was its wonder weapon. A truly gargantuan Mothership craft with a gravitational wake large enough to bring along multiple Angerboda Class, the emergence of the Ymir into the system at the head of the Retribution Fleet caused many SLA pilots to weep In despair. Even the GUNDAM struggled against the Ymir Class and its weapons reaped a terrible toll upon SLA fighters and civilians alike. Ultimately the Ymir was destroyed when the GUNDAM overloaded its NDAM Drive just as the Ymir opened to fire its planet cracker beam on Terra. The resulting explosion destroyed both vessels, scattered debris on and around Terra and led to the immediate and full withdrawal of the Hxxyr.
Though the full principles of FTL Technology remain beyond human understanding, it is understood that using something translated as a "Schwarzschild Drive" a distorted gravity field is created that enables travel from the edge of a system's gravity well to another. The power and system requirements for the drive mean that only full capital ships are equipped with it and smaller vessels follow in its gravitational wake like remoras to a whale. As a side effect of the Schwarzschild Drive and its Gravitational distortions is the mass emission of S-Particles as a byproduct. These S-Particles have a considerable half-life and cripplingly interfere with long range detection methods such as Radar. S-Particle disruption was one of the many reasons the nations of Earth were so easily conquered during first contact.
Beyond the Inner System
Most of the Asteroid Belt and beyond are bereft of official settlements. Under the Hxxyr, Vesta was intended to be the launchpoint for a new wave of colonization, but with the revolution all such plans have been left defunct. It is unknown how many hardscrabble wildcat settlements lie in the outer systems. The only official site beyond the belt lies on Jupiter where massive HE3 mines have been established to power a modern solar economy (and formerly for export to the system's overlords) The Jupiter mines are almost entirely automated, as are their deliveries. Experts in the Inner System are unsure of Jupiter's population of 20 are even aware of recent events, or are just doing maintenance and playing cards blissfully unaware.
Beyond Sol
Though humanity can identify the Solar S-Drive point, beyond that the Human species have little knowledge of stellar geography beyond its own little world. During the years of Sllarin sovereignty humans would occasionally join the Shahdom's military to gain citizenship And see the galaxy. Those that return to retire bring back stories about exotic worlds and wars. Others apparently settle down and there are small human populations beyond Sol. No doubt the galaxy is a vast and diverse place but with the success of the revolution Sol is, for the first time in almost a century, free of outside alien interference.
Most of the Asteroid Belt and beyond are bereft of official settlements. Under the Hxxyr, Vesta was intended to be the launchpoint for a new wave of colonization, but with the revolution all such plans have been left defunct. It is unknown how many hardscrabble wildcat settlements lie in the outer systems. The only official site beyond the belt lies on Jupiter where massive HE3 mines have been established to power a modern solar economy (and formerly for export to the system's overlords) The Jupiter mines are almost entirely automated, as are their deliveries. Experts in the Inner System are unsure of Jupiter's population of 20 are even aware of recent events, or are just doing maintenance and playing cards blissfully unaware.
Beyond Sol
Though humanity can identify the Solar S-Drive point, beyond that the Human species have little knowledge of stellar geography beyond its own little world. During the years of Sllarin sovereignty humans would occasionally join the Shahdom's military to gain citizenship And see the galaxy. Those that return to retire bring back stories about exotic worlds and wars. Others apparently settle down and there are small human populations beyond Sol. No doubt the galaxy is a vast and diverse place but with the success of the revolution Sol is, for the first time in almost a century, free of outside alien interference.
Species of Sol
Humans
The native and predominant species of the Sol system, humans are pretty self explanatory. In the post contact century advancements in technology ensure that the expected lifespan of a human is 120 years with reasonable vigor still possible into the 9th decade. Though some predict that long term there may be gravity driven divergence in the populations of various colonies from Earth original the Post Contact era is still far too young for such developments
Sllarin
The Sllarin are a reptilian seeming race that is tall and lithe. They have dentigrade legs, smooth scales though enough to resist a blade, though not a bullet, and prominently pointed ears. The typical lifespan for a Sllarin is 250 years. Sllarin hail from the Sllarin Shahdom, a powerful nation with a habit of conquering and uplifting pre contact cultures as tributary satrapies. Initially after consolidation the first Satraps were appointed Sllarin, and though this only lasted for 40 years and their rule only lasted 80, in that time a notable population of colonial functionaries, soldiers and opportunity seekers moved to Sol and put down roots. After the Sllarin Shahdom lost sovereignty over Sol many Sllarin left with their flag, and more died by Hxxyr persecution but after independence there is still a small Sllarin population confined to the innermost worlds of Sol.
Hybrid
At least one prominent contact era Human biologist is said to have committed suicide at the discovery that the seemingly reptilian Sllarin and mammalian Human species were biologically compatible. Unfortunately for that deceased scientist, his death changed nothing. Over 80 years of sovereignty and cohabitation the phenomenon of two species finding in one another a literal beauty was not unknown. "Hybrids" are, to an initial glance, human seeming but have key distinguishing features inherited from their alien ancestry. They tend to be tall and thin, with slit pupils and pointed ears. Some hybrid have patches of vestigial scales or claw-like fingernails. All have a longer expected lifespan- 190 years and superior grace and reflexes like a Sllarin. Hybrid populations are far more distributed than the remaining Solar Sllarin, though they too tend to be more common in the innermost planets. In the belt sentiment that Hybrids are undesirable or unnatural are not unknown.
Humans
The native and predominant species of the Sol system, humans are pretty self explanatory. In the post contact century advancements in technology ensure that the expected lifespan of a human is 120 years with reasonable vigor still possible into the 9th decade. Though some predict that long term there may be gravity driven divergence in the populations of various colonies from Earth original the Post Contact era is still far too young for such developments
Sllarin
The Sllarin are a reptilian seeming race that is tall and lithe. They have dentigrade legs, smooth scales though enough to resist a blade, though not a bullet, and prominently pointed ears. The typical lifespan for a Sllarin is 250 years. Sllarin hail from the Sllarin Shahdom, a powerful nation with a habit of conquering and uplifting pre contact cultures as tributary satrapies. Initially after consolidation the first Satraps were appointed Sllarin, and though this only lasted for 40 years and their rule only lasted 80, in that time a notable population of colonial functionaries, soldiers and opportunity seekers moved to Sol and put down roots. After the Sllarin Shahdom lost sovereignty over Sol many Sllarin left with their flag, and more died by Hxxyr persecution but after independence there is still a small Sllarin population confined to the innermost worlds of Sol.
Hybrid
At least one prominent contact era Human biologist is said to have committed suicide at the discovery that the seemingly reptilian Sllarin and mammalian Human species were biologically compatible. Unfortunately for that deceased scientist, his death changed nothing. Over 80 years of sovereignty and cohabitation the phenomenon of two species finding in one another a literal beauty was not unknown. "Hybrids" are, to an initial glance, human seeming but have key distinguishing features inherited from their alien ancestry. They tend to be tall and thin, with slit pupils and pointed ears. Some hybrid have patches of vestigial scales or claw-like fingernails. All have a longer expected lifespan- 190 years and superior grace and reflexes like a Sllarin. Hybrid populations are far more distributed than the remaining Solar Sllarin, though they too tend to be more common in the innermost planets. In the belt sentiment that Hybrids are undesirable or unnatural are not unknown.
So you're going to Sol
By Professor Cyyrian Bluetongue
Commissioned by Sllarin Shahdom Department of Satrapy Affairs
If you are reading this data-tome you have likely been recently assigned a station in our Empire's newest uplifted Satrapy. If so, congratulations! No doubt you will represent the Empire brilliantly and fall in love with human culture. You may instead be merely intending to travel to seek opportunity in the true exploratory spirit that keeps our Empire growing, in which case the author salutes you! Perhaps you are planning a trip for pleasure or are only reading for your own edification. No matter what, you assuredly have a lot of questions. The purpose of this work is to help answer many of these questions in advance and also inform the reader about important dos and don'ts to keep in mind while in Sol. The following section will contain several common questions and their answers.
Q: Why do humans keep talking about the soil/ isn't the planet named "Terra"?
A: The human naming system for their orbital bodies is charmingly derived from the names of divinities from their ancient mythology. However before uplifting many humans referred to their homeworld, sun and moon as "Earth", "The Sun" and "The Moon". As part of uplifting modernization efforts and considering the non unique nature of the Terran Sun and Moon the Satrapy Government enacted a rationalization of names to accord with stellar naming conventions. If a human speaks of "Earth" they mean Terra and are likely still struggling to adjust to the modern name.
Q: Are there multiple species of human?
A: Absolutely not! This is a false and divisive belief based on primitive colorism- unworthy of our Empire. If you encounter such beliefs, correct them or if necessary report them to Satrapy authorities.
Q: How does the human calendar system work
A: The human calendar system, drawn up in ancient times by the first human Empire, and revised by spiritual authorities, is based on the rotations of Terra around Sol. Each cycle is a day with 7 days in a week, 4 weeks in a month and 12 months in a year, also expressed 365 days. As of writing it is the 70th year in the post contact Human way of reckoning.
Q: Will Sol be hopelessly primitive?
A: In 70 years since uplifting humanity has advanced in leaps and beyond towards a modern orbital economy. Humans have wedded their rich and storied culture to ours with a vigor and dynamicism that is worthy of praise. You will not find some stereotype of a hut of mud on Sol but instead space elevators dwelling alongside romantic ancient monuments as Humans strive into the future while lovingly preserving their past.
Q: Should I be afraid of hostility from humans?
A: No. Contact with our Empire has brought technological progress, an increase in life expectancy, a solution to their self-inflicted climate crisis and almost unprecedented unification. Most humans are very aware of how positive an influence our Empire has been on their Solar System. Of course in any society there are malcontents and there are parts of the system where hostile attitudes are predominant but local officials will inform you of such places to avoid and ensure your safety. You are in much more "danger" of being approached by a human seeking a relationship with you than one with malicious intentions.
Q: Where should I visit when I have free time on Sol?
A: This question has been asked so many times and needs so much space to answer. It has been addressed in its own section later in this work.
When stationed or traveling in Sol it is inevitable that there will be moments of cultural confusion. Though it is impossible for this work to cover every possible issue here are some things to keep in mind that should hopefully prevent the majority of issues.
Do: Try and establish a relationship with at least one human while in Sol. Though it may be difficult at first, the effort is worth it, a human friend is a friend for life and will no doubt greatly enrich your experience in Sol.
Don't: Forget about the difference in physical capabilities between you and humans, but don't bring them up either. You should keep in mind you will outlive most humans you meet, but offering condolences or drawing attention to such things is not sympathetic; it comes off as rude and condescending.
Do: Take the opportunity to experience human food ways. Terra has only recently been unified and contains a cornucopia of culinary traditions. You may have already encountered the street meal known charmingly as "pigs in a blanket", which has become a popular export in our Empire.
Don't: Be rude-there may be elements of human cuisine that do not seem palatable to you and that is okay but you are a guest and should not be disrespectful. Many visiting Sol find the concept of cheese initially off putting but upon giving it a chance come to love it. You should only be as adventurous as you are comfortable but avoid words like primitive or unsanitary when declining. Also make sure you are aware of any non compatible food substances and ensure others are aware as well.
Do: Experience the sights and wonders of Terra as described in the next section
Don't: Be unprepared to duck or crouch when visiting ancient human sites. Remember that humans are of a smaller stature than you and have not historically built with other species in mind. If you do not wish to be potentially cramped you may prefer more modern post uplift locations but absolutely do not suggest that beloved historical human structures are "too small"- they think that such buildings are just right.
Tourist sites
Rome: The original capital of the first and only pre uplift Empire to unite the planet,
Rome has always been a vibrant center of Teran life. Indeed there is a popular Terran saying that "all roads lead to Rome". Terrans believe in a strong separation between spiritual and temporal forms of leadership and after the fracturing and relocating of Imperial power Rome became the home of the foremost philosopher and cleric of Terra- the Pope. In the modern day Rome is beautifully preserved both in its most ancient past as a planetary capital and more modern times as a center of spiritual enlightenment. Visitors to Rome should experience the Colosseum, the site of ancient honor battles and visit the Lateran Palace to experience the wonders of Human spirituality. A lucky few may even be able to meet with the Pope to receive his oracular insight!
Paris:
Though Paris had been an important city in the Europe region of Terra for centuries, it truly came into its own during the reign of the Third Napoleon when the city was redesigned along then-modern standards. Though the standards of modernity have of course advanced much since then the city still charms with its wide avenues and cohesive design. Paris is decorated with many monuments to the era when it briefly seemed it would succeed in a campaign of planetary unification, all of which worth a look, but Paris is most famed on Terra for being the "City of Love". Though pair bondings formalized in other cities are valid, they are generally considered of lesser quality and unlikely to last. Pair bondings formalized in the rival city of Las Vegas are infamous for this. For the traveler young and perhaps in love, Paris is well worth a visit.
Washington:
Washington was specially constructed to serve as a capital by the most successful of the Roman successor states- America. Like the modern capital of Terra, its location was chosen on a geographic basis, being central to what was then America's core territory, but unlike Ahiyuva, proper care was not taken to ensure the city was perfectly suitable to construction and for all of its history Washington was infamous for its swampy climate. This guide recommends saving a visit to Washington until after visiting Rome so that you can better see and contrast the architecture of classical and late period Roman states. In addition to its many monuments to its deified founders, Washington also contains memorials to various unification campaigns America fought, and the last site of the Roman Senate- the Capitol. Well worth visiting.
The Galapagos:
Though renowned on Terra for its natural beauty and unusual wildlife the reason that the Galapagos are worth a visitor for the discerning traveler is not the natural sights, though those are of course excellent and worth a trip in their own right, but rather the fact that the isles were, in the years leading up to first contact and uplifting, the sight of a construction project that was intended to be the first Terran space elevator. The unfortunate outbreak of conflict saw the construction interrupted and in the post unification era the space elevator idea was built elsewhere. As you observe the remains of the space elevator construction site, consider the incredible ambition of the Human people who sought to reach the stars even with a badly flawed architectural design and even before they were uplifted and given proper technology and designs. There is something deeply admirable in this.
Aaberpergwm :
If you're looking for something more off the beaten trail, a great place to visit in the countryside is Aberpergwm, in the western reaches of the Isles of Britain. In the quaint hills of this region lies buried and preserved the last coal mine in Terra. Before uplifting the humans of Terra struggled with their overreliance on hydrocarbon based energy sources and were slowly rendering their planet inhabitable by an excess of greenhouse gas output. Fortunately modern stewardship by the Satrapy government has not only ensured the transition to a modern energy economy and the heal of prior carbon based damages, Aberpergwm has been preserved as a monument to the pre uplift "fossil fuel" economy that dominated Terra. You will not only be in for a great deal of education on the state of pre pre-uplift industry but also the mine is a very enjoyable tour, being deep dark and wonderful. Be prepared for a great deal of climbing and be ready to crouch.
Pristina:
Pristina was the capital of the last human state to surrender before planetary unification and uplifting. In modern times the city is the site of a monument complex to both the brief unfortunate conflict and the period of transition that came afterwards. It is well worth the trip out of the way to see the wall of names that honors all the brave, if misguided, human personnel killed in the conflict, the memorial garden to the five Sllarin who died in the effort to uplift Sol and the many relics and recordings of the uplifting process. Though our stewardship over the system has been entirely for its better, it is worth remembering that it was a process that was without its costs or painful transition. The memorial center acknowledges that while also showcasing many of the Satrapy's greatest successes. If you have ever asked "why are we here" on the topic of terra, Pristina is an educating experience.
Ahiyuva:
No description of places to visit on Sol or Terra would be complete without Ahiyuva, capital of Terra and Sol. Chosen for purpose as the geographic center of Terra, Ahiyuva is a thriving modern city that is a wonderful showcase of the modern cosmopolitan culture that has grown since Sol came under the stewardship of our Empire. Though you will of course find all the modern amenities you would expect the through traveler will also find preserved the remains of some of the earliest sites built in the region, including the remains of a monument built by the first Human culture to refine iron. As you look from that simple engraved stone to the space elevator in the sky, think about how far Humanity had come before uplifting and how much further they have come in our care since then. For a full account of all the sights of Ahiyuva the purchase of a specialized guide is recommended.
Persepolis:
The ancient capital of the first civilization to attempt planetary unification, Persepolis was ruined in ancient times by rival conquerors and then forgotten. More recently rediscovered, since uplifting the ancient city has been reconstructed by the second appointed Satrap of Sol- who was fascinated by the way that our Empire's nature was translated in a similar manner to that ancient civilization's state. Experts on Terran history report that the quality of the reconstruction is questionable and reflects much misunderstanding and projection of our Empire's structure onto the ancient human past, and the third Satrap ended the effort and handed it over to private interests as a tourism site. Strange and fascinating Persepolis has turned out more a monument to one strange mind than Human-Sllarin ties but it is still quite the experience.
Rio De Janeiro:
Contrary to common belief, the city of Rio De Janeiro was, before uplift, neither the capital of the defunct state of Brazil nor the original home of the Pope. Rio is best visited during the holiday of Carnival where the streets are filled with eager celebrants but even in its off season it is worth the trip for the chance to see its famous statue. The "Redeemer" is a depiction of a major human spiritual figure, Jesus in his trademark pose of universal love.
Aksum:
The city of Aksum is famous for its grand obelisks, kingly tombs and ancient relics. However its most famous feature is one that you cannot see, for it is said that the city contains the mythical Ark of the Covenant, a legendary chest said to contain such power that those not properly anointed will be struck blind or even melted alive. The religious site that guards this powerful relic allows visitors but by no means allows examining of the relic. The traveler interested in human myths and spirituality would be well served with a trip to Aksum.
Kyoto:
Though the islands of Japan are famous for their unique architecture as well as their eager embrace of our Empire and its technology, much of the island was devastated in the Second Terran Unification War and little of it is of any great antiquity. Kyoto is an exception to that, having been spared the ravages of war. Anyone interested in experiencing Japan should visit Kyoto and make special care to visit the palace of its Imperial Family, who were once worshiped as living gods. Exciting!
Jaipur:
Called the Pink City on account of the color of many of its buildings, Jaipur is the capital of a region that was famous for its tradition of proud warrior clans ruling small kingdoms and the entire region is littered with ancient stone fortifications from the age of kings and swords. Though interested in fortifications and the primitive age of warfare on Terra would find much to enjoy in Jaipur. Another sight worth seeing is the Jal Mahal-a palace in the middle of the lake. This is not a result of human climate change but a deliberate if eccentric design choice to create a striking location- and the author believes this certainly worked.
Thimphu:
For those interested in human sporting traditions, a trip to mountainous Thimphu is a must. Every year Thimphu, the center of the popular Human sport of Baseball, hosts the "World Series" a contest of teams from across the planet. If a traveler is willing to pay big and has planned in advance it is possible to book seating in the giant statue of the famous philosopher called the Buddha that oversees the ball stadium.
By Professor Cyyrian Bluetongue
Commissioned by Sllarin Shahdom Department of Satrapy Affairs
If you are reading this data-tome you have likely been recently assigned a station in our Empire's newest uplifted Satrapy. If so, congratulations! No doubt you will represent the Empire brilliantly and fall in love with human culture. You may instead be merely intending to travel to seek opportunity in the true exploratory spirit that keeps our Empire growing, in which case the author salutes you! Perhaps you are planning a trip for pleasure or are only reading for your own edification. No matter what, you assuredly have a lot of questions. The purpose of this work is to help answer many of these questions in advance and also inform the reader about important dos and don'ts to keep in mind while in Sol. The following section will contain several common questions and their answers.
Q: Why do humans keep talking about the soil/ isn't the planet named "Terra"?
A: The human naming system for their orbital bodies is charmingly derived from the names of divinities from their ancient mythology. However before uplifting many humans referred to their homeworld, sun and moon as "Earth", "The Sun" and "The Moon". As part of uplifting modernization efforts and considering the non unique nature of the Terran Sun and Moon the Satrapy Government enacted a rationalization of names to accord with stellar naming conventions. If a human speaks of "Earth" they mean Terra and are likely still struggling to adjust to the modern name.
Q: Are there multiple species of human?
A: Absolutely not! This is a false and divisive belief based on primitive colorism- unworthy of our Empire. If you encounter such beliefs, correct them or if necessary report them to Satrapy authorities.
Q: How does the human calendar system work
A: The human calendar system, drawn up in ancient times by the first human Empire, and revised by spiritual authorities, is based on the rotations of Terra around Sol. Each cycle is a day with 7 days in a week, 4 weeks in a month and 12 months in a year, also expressed 365 days. As of writing it is the 70th year in the post contact Human way of reckoning.
Q: Will Sol be hopelessly primitive?
A: In 70 years since uplifting humanity has advanced in leaps and beyond towards a modern orbital economy. Humans have wedded their rich and storied culture to ours with a vigor and dynamicism that is worthy of praise. You will not find some stereotype of a hut of mud on Sol but instead space elevators dwelling alongside romantic ancient monuments as Humans strive into the future while lovingly preserving their past.
Q: Should I be afraid of hostility from humans?
A: No. Contact with our Empire has brought technological progress, an increase in life expectancy, a solution to their self-inflicted climate crisis and almost unprecedented unification. Most humans are very aware of how positive an influence our Empire has been on their Solar System. Of course in any society there are malcontents and there are parts of the system where hostile attitudes are predominant but local officials will inform you of such places to avoid and ensure your safety. You are in much more "danger" of being approached by a human seeking a relationship with you than one with malicious intentions.
Q: Where should I visit when I have free time on Sol?
A: This question has been asked so many times and needs so much space to answer. It has been addressed in its own section later in this work.
When stationed or traveling in Sol it is inevitable that there will be moments of cultural confusion. Though it is impossible for this work to cover every possible issue here are some things to keep in mind that should hopefully prevent the majority of issues.
Do: Try and establish a relationship with at least one human while in Sol. Though it may be difficult at first, the effort is worth it, a human friend is a friend for life and will no doubt greatly enrich your experience in Sol.
Don't: Forget about the difference in physical capabilities between you and humans, but don't bring them up either. You should keep in mind you will outlive most humans you meet, but offering condolences or drawing attention to such things is not sympathetic; it comes off as rude and condescending.
Do: Take the opportunity to experience human food ways. Terra has only recently been unified and contains a cornucopia of culinary traditions. You may have already encountered the street meal known charmingly as "pigs in a blanket", which has become a popular export in our Empire.
Don't: Be rude-there may be elements of human cuisine that do not seem palatable to you and that is okay but you are a guest and should not be disrespectful. Many visiting Sol find the concept of cheese initially off putting but upon giving it a chance come to love it. You should only be as adventurous as you are comfortable but avoid words like primitive or unsanitary when declining. Also make sure you are aware of any non compatible food substances and ensure others are aware as well.
Do: Experience the sights and wonders of Terra as described in the next section
Don't: Be unprepared to duck or crouch when visiting ancient human sites. Remember that humans are of a smaller stature than you and have not historically built with other species in mind. If you do not wish to be potentially cramped you may prefer more modern post uplift locations but absolutely do not suggest that beloved historical human structures are "too small"- they think that such buildings are just right.
Tourist sites
Rome: The original capital of the first and only pre uplift Empire to unite the planet,
Rome has always been a vibrant center of Teran life. Indeed there is a popular Terran saying that "all roads lead to Rome". Terrans believe in a strong separation between spiritual and temporal forms of leadership and after the fracturing and relocating of Imperial power Rome became the home of the foremost philosopher and cleric of Terra- the Pope. In the modern day Rome is beautifully preserved both in its most ancient past as a planetary capital and more modern times as a center of spiritual enlightenment. Visitors to Rome should experience the Colosseum, the site of ancient honor battles and visit the Lateran Palace to experience the wonders of Human spirituality. A lucky few may even be able to meet with the Pope to receive his oracular insight!
Paris:
Though Paris had been an important city in the Europe region of Terra for centuries, it truly came into its own during the reign of the Third Napoleon when the city was redesigned along then-modern standards. Though the standards of modernity have of course advanced much since then the city still charms with its wide avenues and cohesive design. Paris is decorated with many monuments to the era when it briefly seemed it would succeed in a campaign of planetary unification, all of which worth a look, but Paris is most famed on Terra for being the "City of Love". Though pair bondings formalized in other cities are valid, they are generally considered of lesser quality and unlikely to last. Pair bondings formalized in the rival city of Las Vegas are infamous for this. For the traveler young and perhaps in love, Paris is well worth a visit.
Washington:
Washington was specially constructed to serve as a capital by the most successful of the Roman successor states- America. Like the modern capital of Terra, its location was chosen on a geographic basis, being central to what was then America's core territory, but unlike Ahiyuva, proper care was not taken to ensure the city was perfectly suitable to construction and for all of its history Washington was infamous for its swampy climate. This guide recommends saving a visit to Washington until after visiting Rome so that you can better see and contrast the architecture of classical and late period Roman states. In addition to its many monuments to its deified founders, Washington also contains memorials to various unification campaigns America fought, and the last site of the Roman Senate- the Capitol. Well worth visiting.
The Galapagos:
Though renowned on Terra for its natural beauty and unusual wildlife the reason that the Galapagos are worth a visitor for the discerning traveler is not the natural sights, though those are of course excellent and worth a trip in their own right, but rather the fact that the isles were, in the years leading up to first contact and uplifting, the sight of a construction project that was intended to be the first Terran space elevator. The unfortunate outbreak of conflict saw the construction interrupted and in the post unification era the space elevator idea was built elsewhere. As you observe the remains of the space elevator construction site, consider the incredible ambition of the Human people who sought to reach the stars even with a badly flawed architectural design and even before they were uplifted and given proper technology and designs. There is something deeply admirable in this.
Aaberpergwm :
If you're looking for something more off the beaten trail, a great place to visit in the countryside is Aberpergwm, in the western reaches of the Isles of Britain. In the quaint hills of this region lies buried and preserved the last coal mine in Terra. Before uplifting the humans of Terra struggled with their overreliance on hydrocarbon based energy sources and were slowly rendering their planet inhabitable by an excess of greenhouse gas output. Fortunately modern stewardship by the Satrapy government has not only ensured the transition to a modern energy economy and the heal of prior carbon based damages, Aberpergwm has been preserved as a monument to the pre uplift "fossil fuel" economy that dominated Terra. You will not only be in for a great deal of education on the state of pre pre-uplift industry but also the mine is a very enjoyable tour, being deep dark and wonderful. Be prepared for a great deal of climbing and be ready to crouch.
Pristina:
Pristina was the capital of the last human state to surrender before planetary unification and uplifting. In modern times the city is the site of a monument complex to both the brief unfortunate conflict and the period of transition that came afterwards. It is well worth the trip out of the way to see the wall of names that honors all the brave, if misguided, human personnel killed in the conflict, the memorial garden to the five Sllarin who died in the effort to uplift Sol and the many relics and recordings of the uplifting process. Though our stewardship over the system has been entirely for its better, it is worth remembering that it was a process that was without its costs or painful transition. The memorial center acknowledges that while also showcasing many of the Satrapy's greatest successes. If you have ever asked "why are we here" on the topic of terra, Pristina is an educating experience.
Ahiyuva:
No description of places to visit on Sol or Terra would be complete without Ahiyuva, capital of Terra and Sol. Chosen for purpose as the geographic center of Terra, Ahiyuva is a thriving modern city that is a wonderful showcase of the modern cosmopolitan culture that has grown since Sol came under the stewardship of our Empire. Though you will of course find all the modern amenities you would expect the through traveler will also find preserved the remains of some of the earliest sites built in the region, including the remains of a monument built by the first Human culture to refine iron. As you look from that simple engraved stone to the space elevator in the sky, think about how far Humanity had come before uplifting and how much further they have come in our care since then. For a full account of all the sights of Ahiyuva the purchase of a specialized guide is recommended.
Persepolis:
The ancient capital of the first civilization to attempt planetary unification, Persepolis was ruined in ancient times by rival conquerors and then forgotten. More recently rediscovered, since uplifting the ancient city has been reconstructed by the second appointed Satrap of Sol- who was fascinated by the way that our Empire's nature was translated in a similar manner to that ancient civilization's state. Experts on Terran history report that the quality of the reconstruction is questionable and reflects much misunderstanding and projection of our Empire's structure onto the ancient human past, and the third Satrap ended the effort and handed it over to private interests as a tourism site. Strange and fascinating Persepolis has turned out more a monument to one strange mind than Human-Sllarin ties but it is still quite the experience.
Rio De Janeiro:
Contrary to common belief, the city of Rio De Janeiro was, before uplift, neither the capital of the defunct state of Brazil nor the original home of the Pope. Rio is best visited during the holiday of Carnival where the streets are filled with eager celebrants but even in its off season it is worth the trip for the chance to see its famous statue. The "Redeemer" is a depiction of a major human spiritual figure, Jesus in his trademark pose of universal love.
Aksum:
The city of Aksum is famous for its grand obelisks, kingly tombs and ancient relics. However its most famous feature is one that you cannot see, for it is said that the city contains the mythical Ark of the Covenant, a legendary chest said to contain such power that those not properly anointed will be struck blind or even melted alive. The religious site that guards this powerful relic allows visitors but by no means allows examining of the relic. The traveler interested in human myths and spirituality would be well served with a trip to Aksum.
Kyoto:
Though the islands of Japan are famous for their unique architecture as well as their eager embrace of our Empire and its technology, much of the island was devastated in the Second Terran Unification War and little of it is of any great antiquity. Kyoto is an exception to that, having been spared the ravages of war. Anyone interested in experiencing Japan should visit Kyoto and make special care to visit the palace of its Imperial Family, who were once worshiped as living gods. Exciting!
Jaipur:
Called the Pink City on account of the color of many of its buildings, Jaipur is the capital of a region that was famous for its tradition of proud warrior clans ruling small kingdoms and the entire region is littered with ancient stone fortifications from the age of kings and swords. Though interested in fortifications and the primitive age of warfare on Terra would find much to enjoy in Jaipur. Another sight worth seeing is the Jal Mahal-a palace in the middle of the lake. This is not a result of human climate change but a deliberate if eccentric design choice to create a striking location- and the author believes this certainly worked.
Thimphu:
For those interested in human sporting traditions, a trip to mountainous Thimphu is a must. Every year Thimphu, the center of the popular Human sport of Baseball, hosts the "World Series" a contest of teams from across the planet. If a traveler is willing to pay big and has planned in advance it is possible to book seating in the giant statue of the famous philosopher called the Buddha that oversees the ball stadium.